V2 Base First Playable - Available for Download


(Ifurita) #21

Scriptfix #2 - Fixes the bug where you could return both docs to a single launch bunker and eliminate any chance of the Axis winning

http://www.pcgamemods.com/4880/
http://www.fileplanet.com/dl.aspx?/planetwolfenstein/4newbies/v2_base_fp_scriptfix_0404b.zip

This scriptfix also fixes the 1/1 second spawn times. If you use scriptfix #2, then please remove scriptfix#1 from your server.

Thank you


(=DaRk=CrAzY-NuTTeR) #22

sweet, but that V2 luanch pit looks familiar, hmmmmm

nice map, if marko gets of his butt and gets a server ill make sure this is in the rotation :wink:


(Ifurita) #23

The launch pit is a prefab I made when I first started mapping, ~8 months ago, along with a bunch of other v2_related prefabs

http://planetwolfenstein.com/4newbies/mapping.htm#prefabs


(Berzerkr) #24

The signs would look better if you write on them: V2-Rampe Nord / V2-Rampe Süd or Nördliche Rampe / Südliche Rampe. You also can write for “Rampe” Abschußrampe

But what do you mean with this sign? Is this a bunker for munition? Then write “Munitionsbunker”, if it’s for dynamite/explosives write “Sprengstoffbunker”. You also can write Munitionslager / Munitionsdepot or Sprengstofflager / Sprengstoffdepot. Sorry, but I can’t figure out what it means.

  • The builded Command Post plays no sound (radio_axis.wav / radio_allies.wav)
  • Go on top of the “Sprengung Bunker” and look a little bit right. There’s a small bug in the terrain.

BTW: You did a good job with this map, I think there is a lot to do for both sides.


(Ifurita) #25

Thanks for the input on the signs. I can definately change those around to make it clearer


(Ifurita) #26

Have to play around with font sizes to make it more legible


(Victorianetza) #27

Wow ! So much people helped you with the map! :slight_smile: you made the map very good :slight_smile:

OffTopic: is it possible if i ask someone to help me with my map a bit? just 1 - 2 little things that i can not think how to make them running?


(Ifurita) #28

sure. Just post the question in the forums and people are very good about helping out.


(Crotalus) #29

Those look great!! That is the first thing i noticed in the map. :clap:

You could add a border around the fonts to make the letter stand out.

example:

you do this by selecting the letters and expanding the selected area. then just paint bucket in another layer below the original text. or just use the stroke option if you have it (Photoshop).


(Nathan Havok) #30

Crotalus is a master of “the stroke”


(Crotalus) #31

pfft…you are just jealous. your stroking doesnt compare to my stroking!! :banana:


(Ifurita) #32

That would probably be a good idea, but alas Powerpoint does allow me to add a different stroke color. I suppose I could do it in Paintshop, but don’t have the time :frowning:


(HerrK) #33

// Axis Objective Descriptions
wm_objective_axis_desc 1 “Primary Objective:**Gain access to base by breaching main gate”
wm_objective_axis_desc 2 “Primary Objective:**Gain access to Ammo Bunker and secure the arming codes for both rockets”
wm_objective_axis_desc 3 “Primary Objective:**Transport arming codes to the South Rocket Launch Console and disable failsafes”
wm_objective_axis_desc 4 “Primary Objective:**Destroy South Rocket”
wm_objective_axis_desc 5 “Primary Objective:**Transport arming codes to North Rocket Launch Console and disable failsafes”
wm_objective_axis_desc 6 “Primary Objective:**Destroy North Rocket”
wm_objective_axis_desc 7 “Secondary Objective:**Capture Main Gate spawn”
wm_objective_axis_desc 8 “Secondary Objective:**Construct CP Spawn”

// Allied Objective Descriptions
wm_objective_allied_desc 1 “Primary Objective:**Prevent Axis from gaining access to Main Base”
wm_objective_allied_desc 2 “Primary Objective:**Protect the Ammo Bunker warehouse.”
wm_objective_allied_desc 3 “Primary Objective:**Prevent Axis from disabling the South Rocket failsafes”
wm_objective_allied_desc 4 “Primary Objective:**Protect South Rocket”
wm_objective_allied_desc 5 “Primary Objective:**Prevent Axis from disabling North Rocket failsafes”
wm_objective_allied_desc 6 “Primary Objective:**Protect North Rocket”
wm_objective_allied_desc 7 “Secondary Objective:**Protect the Main Gate Spawn.”
wm_objective_allied_desc 8 “Secondary Objective:**Construct the CP spawn.”

I’m a little bit confused! :smiley:
Why must the Axis destroy the rockets…Allies had no V2-Rockets… exchanged roles!? :???:

(NdK) :wink:


(Ifurita) #34

It says in the arena file that the Allies have overrun the base and are dismanteling the rockets for analysis. German High Command has ordered a commando unit to attack and destroy the rockets, so that the allies cannot gain their secrets. Besides, do you really want another map where the allies are attacking?


(joop sloop) #35

why not let them launch the missiles? Gives a chance for a cool ending to your map aswell :slight_smile:


(Ifurita) #36

It’s entirely possible, but we’re working on knocking down one moving part at a time. BTW, Seven_DC has volunteered to help us interior decorate and fill some of those empty buildings as well as taking an eye to improving the vising on the map.


(G0-Gerbil) #37
  • I think you could use go-gerbils partrol points.
    In theory anyone can, but I wouldn’t expect people to use them ‘just because’.
    If’s map is lovely and fast paced, which doesn’t really go hand in hand with waiting to trigger something.

OK played it and…

Nice and fast, once it’s finished it might be conceivable that this becomes a clan match map.
You’ve fixed the spawn time and unwinnable issues, so that’d be my main concerns.

Other than that, how about you make it so Axis can jump the gate on the far left? You can almost do it (definately with double jump), which is kind of fun - because getting through the gate can indeed be extremely difficult. The problem with team doors is with a reasonable defence they are in effect useless - certainly a decent defence would steer clear of it and focus solely on giving Axis hell when it pokes it’s nose through. Of course, in THEORY that’s also true of battery, but how many times to we see idiots going through the door or onto the beach? :wink:

Keep the flag as capturable, I find it funny to lose it really :slight_smile:
I’d possibly tweak some of your items of interest locations - the command map still confuses me a bit where icons appear on top of each other a lot.

Not paid much attention to texture issues (eg on terrain from using non-matching sized terrains - seen a lot of that in other maps recently), been having too much fun playing on it.
Great work guys, looking forward to next version!


(Ifurita) #38

I tweaked the terrain so that you cannot jump the wall, though I suspect a good jumper may still be able to clear it. I was also thinking of killing the team door to the right once the main gate is blown which would open up a second, though tight, avenue into the base, and kill the necessity for a uni, though you have to be careful getting there.

I am tending towards keeping the flag capturable

I think the only spot where icons appear on top of each other is the command post/health cabinets and maybe one rocket/mg nest. We can definately fix that.

We did just finish the scripting and entities editing to make the starting location of the codes random. They will appear in one of the three bunkers with the constructable door only appearing for the active bunker. I also added a building to the back of the map, which provides a second, parallel approach to the north rocket.

Seven is interior decorating and thegnat’s command map looks amazing

Other than that, we are looking to optimize the map and improve our vising – will keep you all updated.


(Mean Mr. Mustard) #39

We could let the rockets launch at the end of the map (the north one any way). Sounds like a job for script_movers and splines…(which is my job)

But, the allies are dismanteling the rockets for anaylsis. Sending one into the sky doesn’t fit the scope (nudges Iffy to modify the arena file so I can blast-off a v2….)


(Ifurita) #40

The random script works very nicely. Now, should all of the CM markers get moved into the middle of the area so that you can’t tell which bunker it’s in? In any case, the satchelable marker shows up on the door so it’s not that hard to tell where it is? Alternatively, we can move the obj cm marker into the middle and leave the marker on the door as is.